| Pendin Fust |
So I've got this idea for a fun character, a Halfling that was Reduced to Tiny and had Permanency for it. So he decides to run with it! Well, fly really.
Pump everything into Dex, Agile Maneuvers, Improved and Greater Dirty Trick, he's a fighter class to get Feats every round, and he carries an assortment of common items (fish hooks, powder, perfume, pepper, etc.) to load into his Halfling Slingstaff (not likely to fire from more than 30 ft away) if range is needed, but he always carries potions of fly and invisibility. Below is from PCGen:
Name: Tiny Guy
Race: Halfling
Player:
Classes: Fighter12
Hit Points: 102
Experience: 220000 / 315000
Alignment: Neutral
Vision:
Speed: Walk 20 ft.
Languages: Common, Elven, Gnome, Halfling
Stat Score Mod
STR 4 (-3)
DEX 30 (+10)
CON 9 (-1)
INT 15 (+2)
WIS 12 (+1)
CHA 12 (+1)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 24 12.0 10 2
Acrobatics (Jump) 20 12.0 10 -2
Appraise 2 0.0 2 0
Bluff 1 0.0 1 0
Climb -1 0.0 -3 2
Craft (Untrained) 2 0.0 2 0
Diplomacy 1 0.0 1 0
Disguise 1 0.0 1 0
Escape Artist 12 0.0 10 2
Fly 24 12.0 10 2
Heal 1 0.0 1 0
Intimidate 1 0.0 1 0
Perception 15 12.0 1 2
Perform (Untrained) 1 0.0 1 0
Ride 10 0.0 10 0
Sense Motive 1 0.0 1 0
Stealth 30 12.0 10 8
Survival 1 0.0 1 0
Swim -3 0.0 -3 0
-------------------------- Feats ---------------------------
Agile Maneuvers
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.
Combat Expertise
You can choose to take a -4 penalty on melee attack rolls and combat maneuver checks to gain a +4 dodge bonus to your Armor Class. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Greater Dirty Tricks
You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD. In addition, removing the condition requires the target to spend a standard action.
Greater Trip
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Improved Dirty Trick
You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Improved Initiative
You get a +4 bonus on initiative checks.
Improved Trip
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Low Profile
You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square.
Mobility
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Stealthy
You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Underfoot
Armor Proficiency, Heavy
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Martial Weapon Proficiency Output
You make attack rolls with all your martial weapons normally (without the non-proficient penalty).
Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Simple Weapon Proficiency
You make attack rolls with simple weapons without penalty.
Tower Shield Proficiency
-------------------- Special Abilities ---------------------
------------------------ Templates -------------------------
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 31 / 28 / 21
Initiative: +15
BAB: +12/+7/+2
Melee tohit: +10/+5/+0
Ranged tohit: +23/+18/+13
Fortitude: +7
Reflex: +14
Will: +5
Unarmed attack:
to hit: +10/+5/+0
damage: 1d2-3
critical: 20/x2
+2 Sling Staff (Halfling/Small):
to hit: +25/+20/+15
damage: 1d6-1
critical: 20/x3
range: 80 ft.
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Belt of Incredible Dexterity +6 1 1lbs
Celestial Armor (Tiny/ AC Bonus (Deflection) (+2)) 1 2lbs Special: use Fly 1/day, Deflection bonus to armor class of +2
Outfit (Traveler's/Small) 1 1lbs
Ring of Protection +3 1 0lbs
+2 Sling Staff (Halfling/Small) (1.5 lbs.)
Handy Haversack (5 lbs.)
Alchemist's Fire (Flask) 10 10lbs
Potion of Invisibility 10 0lbs Special: Grants invisibility for 3 minutes or until you attack
Powder 10 5lbs
Rope (Hemp/50 ft) 5 50lbs
Sewing Needle 10 0lbs
Caltrops 5 10lbs
Fishhook 10 0lbs
Hammer 1 2lbs
Iron Spike 20 20lbs
Pepper (per lb) 10 10lbs
Perfume (Common/1 Dose) 5 0lbs
Potion of Cat's Grace 10 0lbs Special: +4 enhancement bonus to Dexterity for 3 minutes
Potion of Fly 10 0lbs Special: Gain fly speed 60 ft. with good maneuverability and +2 bonus to Fly checks for 3 minutes
Total weight carried:
Current load: Light
Encumbrance
Light: 10
Medium: 20
Heavy: 30
--------------------------- Magic --------------------------
------------------------ Description -----------------------
Height: 3' 0" Weight: 34 lbs. Gender: Male
Eyes: Hair: , Skin:
Dominant Hand: Right Quirks: ,
Speech style: Quotable:
Full Description
Background
Obviously not a damage guy, but screw with enemies turns guy. Likes? Dislikes? Suggestions?